Try adding the classname of the map you have made to the CfgWorldsList class. If it is named MyTerrain, then add it like this.
class CfgWorldList {
class Altis;
class Stratis;
class VR;
class Tanoa;
class Malden;
class Myterrain;
};
That is what you are missing I think. Put this after your CfgWorlds config.

Hello.
I am working on a mission on Lythium and I am wondering about the functions used in Combat Patrol for garrisoning buildings and spawning random objectives. It would be nice if there was a way to use these in any mission by referencing code functions. Is there a way to do this? It would be a cool way to spawn a side mission using the Combat Patrol functions. And as they are BI built-in functions, they would be fast and reliable.
Is this possible? Thanks.

As you can see in this line, I am disabling simulation and damage and also naming the building "smallhouse"
["Land_i_House_Small_01_b_pink_F",[-3.79883,-8.10938,0],0,1,0,[0,0],"smallhouse","this enablesimulation false; this allowdamage false",true,false],
This is a very useful tip. This way you do not need to iterate over the array afterwards to set these options.

This is how to disable damage and simulation when spawning a composition with the BIS_fnc_objectsMapper function.
hq1 = [
["Land_i_House_Small_01_b_pink_F",[-3.79883,-8.10938,0],0,1,0,[0,0],"smallhouse","this enablesimulation false; this allowdamage false",true,false],
["Land_Cargo_HQ_V2_F",[-9.65234,5.85938,0],179.046,1,0,[0,-0],"cargoHQ","this enablesimulation false; this allowdamage false",true,false],
["Land_i_House_Big_01_b_blue_F",[10.3301,-9.28125,0],0,1,0,[0,0],"bighouse","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[0.306641,14.6445,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["C_T_supplyCrate_F",[15.8535,-0.0214844,0],0,1,0,[0,0],"","",true,false],
["Land_HBarrierBig_F",[-8.19336,14.5234,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Box_T_East_Wps_F",[-17.1328,-0.998047,0],0,1,0,[0,0],"","",true,false],
["Land_HBarrierBig_F",[8.92969,14.748,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_Cargo_Patrol_V4_F",[13,11.3809,0],180,1,0,[0,0],"patrol","this enablesimulation false; this allowdamage false",true,false],
["B_supplyCrate_F",[-17.1035,-5.54297,0],0,1,0,[0,0],"","",true,false],
["Box_East_AmmoOrd_F",[-17.8086,-3.27734,0],0,1,0,[0,0],"","",true,false],
["Land_HBarrierBig_F",[18.4434,2.76758,0],271.054,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[18.6406,-5.90234,0],270.301,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[-19.3906,0.541016,0],271.204,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[4.95117,-19.7207,0],0.792412,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[-19.3145,-7.86328,0],271.204,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[15.1641,14.6973,0],181.89,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_Cargo_Patrol_V4_F",[-14.4316,-16.3926,0],0,1,0,[0,0],"patrol1","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[-19.416,9.06055,0],271.568,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[18.3926,11.3789,0],271.956,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[-16.3574,14.3965,0],181.375,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Box_IED_Exp_F",[-15.9961,-17.3223,0],0,1,0,[0,0],"","",true,false],
["Land_HBarrierBig_F",[13.4375,-19.541,0],359.697,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[18.7344,-14.6699,0],271.956,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[-13.5625,-19.5781,0],0.792412,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false],
["Land_HBarrierBig_F",[-19.0313,-16.4316,0],269.27,1,0,[0,0],"","this enablesimulation false; this allowdamage false",true,false]
];
This is what I managed to come up with, I am working on a mission with randomly spawned assets, and this works very well to create a HQ and disable simulation and damage on certain assets. Just add the init line as shown in your own composition. You can also name each object as well. This still allows a player to open doors, but not to destroy the HQ with a mortar.

The shells can already travel 60KM with the max range, there is no Arma 3 map that is larger than that. I am sure it calculates it from the velocity and the mass of the projectile. You would need to increase the velocity of the round to allow it to go further, so that would be good to experiment with.

Is it possible to open a settings menu like a custom CBA one from a billboard with the hold space bar action? I have code that can open a field manual with a hold action, but I have a custom menu that allows setting view dist and sound volume, and I would like to be able to have players open it from a billboard or a laptop item. Surely I could modify the code to get this to work, but how would I get the path to a custom menu? Thanks.
This is the code to open a field manual, I could possibly use this?
BIS_holdActionSFX = (getArray (configFile >> "CfgSounds" >> "Orange_Action_Wheel" >> "sound")) param [0, ""];
BIS_holdActionSFX = BIS_holdActionSFX + ".wss";
BIS_holdActionProgress =
{
private _progressTick = _this select 4;
if ((_progressTick % 2) == 0) exitwith {};
private _coef = _progressTick / 24;
playSound3D [BIS_holdActionSFX, player, false, getPosASL player, 1, 0.9 + 0.2 * _coef];
};
[BIS_TV1, localize "STR_A3_Orange_Faction_IDAP_action_FM", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_ca", "(_this distance _target < 3) && (isNull (findDisplay 162))", "isNull (findDisplay 162)", {}, BIS_holdActionProgress, {BIS_TV1 say3D "Orange_Access_FM"; ["InternationalHumanitarianLaw", "Overview", findDisplay 46, localize "STR_A3_Orange_Faction_IDAP_FM_filter_LoW"] call BIS_fnc_openFieldManual}, {}, [], 0.5, nil, false] call BIS_fnc_holdActionAdd;

I have my server setup like this.
// JOINING RULES
//checkfiles[] = {}; // Outdated.
maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
allowedFilePatching = 1; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 1.49+)
And I run it with certain mods.
./arma3server -port=2302 -name=server -config=server.cfg -mod=@rhsafrf;@rhsgref;@rhssaf;@rhsusaf
And it kicks me if I try to join with mods other than RHS. So just set it up like that, only have the keys on the server for the mods you need.

I have a server running on Linux with RHS BECTI. I tried one of my mission pbo files that was exported to MP from EDEN. But when I try to load it on the server, it just goes back to the mission select screen. But when I loaded RHS Becti, it worked fine with the same mod dependencies. Is this mission packing issue? Mission works perfectly in MP from EDEN, but will not run on a dedicated server machine. I had the same issue with a vanilla mission. This means I cannot make missions to run on a machine. I have no idea what is causing this.